Ancient Drone by komilll

[raw]
made by komilll for LD36 (JAM)
Controls:
WSAD - Movement
Space - Jumping
E - Sending ball to cursor
R - Returning ball to player
Left Mouse Button - Spear
Right Mouse Button - Explosion

Game done with 2-person team (komilll & Azargaz). It's simple platfomer with original fight system. You're controlling ball that can throw spear or cause explosion around itself.

In this game you can use double-jump by pressing "Space" in air and by holding "Space" key you can fall slower.

You have to avoid any darkness. Sometimes you'll stumble upon some light over darkness that will help you to pass through it. You have to enter into the light and stay inside until it grows again and you'll be able to escape.

Game was done by using Sebastian Lague 2D Controller (https://github.com/SebLague/2DPlatformer-Tutorial) and free sound effects from FreeSFX(www.freesfx.co.uk).

More our games:
https://komilll.itch.io/
https://azargaz.itch.io/

Feedback

qikcik
30. Aug 2016 · 18:32 UTC
Good idea, nice graphics, this game is awesome
Phaix
01. Sep 2016 · 19:56 UTC
Nice start, i really like the drone concept. Will you proceed with it, as it could be interesting to see where you will get it.
AM_Games
02. Sep 2016 · 00:17 UTC
Graphics and game idea was awesome. Liked the whole drone manipulation. I see you used Unity WebGL too, we would've liked to as well but unfortunately didn't have time to build for it :(
Damdoshi
02. Sep 2016 · 09:00 UTC
That's nice. Having the shooter and the character separated seems to offer many possibilites, it is a good idea.
mitya1234
02. Sep 2016 · 09:57 UTC
It's a really good game. And really hard, maybe it will be good to redefine controls.
loadsofmana
02. Sep 2016 · 10:02 UTC
i like the idea of basically controlling 2 characters simultaneously. the big black voids with the pulsing white ones on top were a bit annoying, kept going too soon cause it looked like it was covered and getting my health chipped away.
zzapp
02. Sep 2016 · 10:05 UTC
Neat concept I liked the ball and human pair, it would of been cool if you could of worked in some platforming puzzles by having the person need to jump on the placed ball to make some jumps (Instead of just using double jump).
Kazik_210
02. Sep 2016 · 10:43 UTC
good game, intresting idea :D
gassasin
02. Sep 2016 · 11:11 UTC
Love the idea and character design. Sometimes keybord dont respond i must click twice space to jump etc
tonynogo
02. Sep 2016 · 11:20 UTC
An awesome game! this is an idea to improve, it's very interesting. The graphics are very nice!
Congratulations!
facelesstheone
02. Sep 2016 · 11:53 UTC
It reminds me of Journey somehow =) Nice mechanics and cool visual style, but the controls are a bit unresponsive. It's crucial for action game, but of course it can't be made perfectly in just 72 hours.
djdudes100
02. Sep 2016 · 12:01 UTC
Fun game the art style reminds me of Journey and the gameplay is great
teamBallShui
02. Sep 2016 · 13:25 UTC
Really nice mechanic. I love the character design. I would like to see what this game is turning into in the future!
🎤 komilll
02. Sep 2016 · 18:44 UTC
@gassasin
@facelesstheone
The input was put into FixedUpdate in player controller and that's the reason for not responsive controls. Since there wasn't much time we couldn't rebuild it but we're aware that it may be anoying.
kapricornmedia
02. Sep 2016 · 20:03 UTC
Awesome entry, animations are great. Character sprites are super nice too
felixsoum
02. Sep 2016 · 20:20 UTC
Very nice pet orb mechanic!
Tygrak
02. Sep 2016 · 20:27 UTC
I really liked the art style, the animations and the sound effects. The gameplay was good. The controls were a bit wonky but as you said its cause the fixedupdate. It also might have been just me but I couldnt see the arrow things from the enemies on the darker background, but that is just cause I am colorblind probably. Overall I really liked it and beat the boss!
Mathiouza
02. Sep 2016 · 20:29 UTC
The mecanic is cool but the I don't like the level design, I don't manage to walk without be hit. Some of the "ennemies" are buggy like the black holes. The archerers shot to quickly in my opinion, mostly in the first level. The background have some imperfections like some pixels you forgot to erase. I think the fact that the player cannot walk and shoot in the same time is a bad idea.
Sometimes, we cannot jump, I think this is a bug.
Despite that your idea is good.
conrad123
03. Sep 2016 · 02:03 UTC
Nice job! This is a really great platform, and the drone is a great idea! Two thumbs up!
ramoncb
03. Sep 2016 · 06:33 UTC
The game have a nice mood and quite a lot of content, including a boss fight! Good job!

You probably already know but there's something with the physics wrong. Not always I was able to jump, I don't know how do you confirms that the character is on ground but maybe casting two rays down, each one almost on the left and right edge of the physical body, could do the trick. If anyone of the two collides with ground you are ready to jump. Also, the falling speed (without the glide) seems too strong.

Maybe in a update you could improve the camera, make it follow the mouse cursor instead of the player? That will need some test. The orb moving to the cursor position is cool but... broke the game, the enemies are no match for her! Maybe adding some time limit to this, or making that mechanic become a power-up would be better.

Also, the life time of the arrows should not vary for the same kind of enemy, the player will expect one behavior and will see another; do make one archer with a different color (for him and the arrow), or some statue spitting a fireball. The player can stay above the birds, perhaps this is an opportunity to use them as moving platforms; maybe you can hide itens on a high place that can only be reached using the birds!

Keep up the good work! And sorry my broken english. ^^
local minimum
03. Sep 2016 · 08:21 UTC
Really nice monsters and graphics and a cool idea for the ball weapon. I'd love to play a game like this more, but the game is a bit too hard from the get go. It doesn't allow the player to learn and get acquainted with the abilities, instead you have to use double jump almost at the first jump and you start off where you are exposed to a monster. It felt a bit awkward too, that the ball was controlled by both mouse and keyboard. I think a better design would be to have the ball move to mouse cursor when pressing left button, have the mouse right button active current action. Then let scroll or other button toggle attack mode. You could have the ball shift shape and or texture to indicate mode. Finally, returning home could just be a timer so if the ball has been fully charged for one second without use, it will return. Then make the controls a bit more responsive and don't have the player have aim out for a platform that will be out of sight most part of the jump and needing double jump. At least not until the last level. I also agree with @Tygrak even if I have not visual impairment, those arrows were really hard to see, and in the arrow frequency in early game way too high. First get the players invested and addicted, then start making them suffer (if you really must make the player suffer). So that was really a bit more of critique than intended, but the reason I write this is that I really very much liked your style and liked the ball mechanic and think you are on to something good here with a bit of more work.
Eggplant
04. Sep 2016 · 22:01 UTC
Good job!
PlasmaErnst
05. Sep 2016 · 14:30 UTC
Nice-o-mat! Cool concept with the seperate drone and enemies beeing only vunerable from a certain angle. The jumping didn't feel responsive sometimes though.
nardelli
06. Sep 2016 · 00:41 UTC
Nice game. I played the Web version (Linux here). I liked the playability and the graphics. I missed a good music to fit it :P

As suggestion I could say to make a little delay in drone position update.

Something like:
drone.position = player.position - distance * 0.factor

Congratulations
Success!
NightShadow0
08. Sep 2016 · 19:06 UTC
I really like this, the gameplay is solid (though there seems to be some input lag on the jump button) and the animations are great.

I feel that the physics go counter to the intended mood though, at least how i perceive it. It feels like the game wants to have a lonely and expansive mood (maybe because it reminds me of Journey), but the fast movement and insane jump heights don't convey that at all. I think the game would benefit if it was slower overall, and the jumps lower.

Very solid entry though, great work!
Dining Philosopher
09. Sep 2016 · 10:47 UTC
Nice game, great concept! What I didn't like was that I had to use space bar for jumping, I would have preferred W. Also, the jumping sometimes seemed delayed or ignored. Nice graphics. :)
Anti
09. Sep 2016 · 13:35 UTC
Nice work, I really like this concept. Though it felt a bit clunky sometimes. The orb didn't have super smooth movement sometimes and the game lacked a bit of feedback when you took damage. But still really nice overall!
Recursiveanomaly
09. Sep 2016 · 21:09 UTC
I really like the concept of this game, however it is a really hard start. That first jump is killer and I never figured out how to get past it. I was always just a hair too short. I also dislike that I couldn't figure out how to move the ball around so I was stuck with only shooing from behind which was enough to frustrate me. Some music or a wind sound in the background would really help add to the feeling of isolation. Thanks for the game! :D
🎤 komilll
10. Sep 2016 · 12:26 UTC
@Recursiveanomaly
There is sound of blowing wind from the very start of the game. Maybe you've switched off sound or some bug occured.
comatomatoes
10. Sep 2016 · 17:41 UTC
Good effort! I felt a few balance issues playing this game. The weapons seem a bit weak. I took the time to kill things in the first level, but after dying a few times in the second level, I just ran through it without killing anything. Sometimes the jump button doesn't register properly, which is a bit painful in a platformer. A minor comment is that sometimes the damage animations on the monsters don't activate and I'm not sure if I actually damaged it or not. I think having more frequent checkpoints would be nicer to people who are really bad at platformers (like me). =P
Hero7785
11. Sep 2016 · 00:48 UTC
The art in this was really good. The game play felt repetitive, put your ball out, shoot a few times and win. The jumping was off as well. Quite fun none the less.
SamuelSousa
12. Sep 2016 · 18:30 UTC
Interesting concept and nice graphics and animations!
Level design is too difficult to start with.

It has a lot of potential, I would recommend redefining controls I think they could be much more simple.

Keep it up!
chocobyte
17. Sep 2016 · 10:21 UTC
It was a bit laggy for me, maybe because of the unity webgl version. The weapon is original indeed. Maybe because of lack of skill or because of laggy fps, i missed the double jump a few times and couldn't proceed the level. I like the sound design, especially the background atmosphere sound.